WH40k Homebrew

Weapon Qualities

Corrosive (X): Successful attacks with a weapon that has the Corrosive (X) Quality reduce the target's AP by 1d10 per hit, capped at the number in parentheses (X) per hit, until repairs can be made with a Tech-Use Test. If AP from the Natural Armour trait is reduced by this effect, its restoration instead requires a Medicae Test. Targets reduced to 0 AP take the excess reduction as Wounds, ignoring Toughness. When used against vehicles, the Corrosive quality only applies if the tens digit of the facing armour is less than or equal to number in parentheses (X).

Double-Edged: If an attack made using a weapon with the Double-Edged Quality scores more Degrees of Failure than the wielder's Weapon Skill Bonus, the attacker instead hits himself.

Flash (X): When a target is struck by a Flash weapon, he must make an Agility Test with a penalty equal to 10 times the number in parentheses (X). If he fails, target is Blinded for one round per degree of failure.

Half-Grip: This melee weapon is relatively versatile, allowing it to be used with one hand or two. One-Handed weapons with the Half-Grip Quality can optionally be wielded with both hands, gaining +2 Penetration and the Unwieldy Quality in addition to the usual benefits of Two-Handed weapons. Two-Handed Weapons with the Half-Grip Quality can optionally be wielded with only one hand to instead lose 2 Penetration and gain the Unbalanced Quality, in addition to being treated as One-Handed weapons.

Maximal: Adds+10m Range, +1d10 Damage, and +2 Penetration, but limits firing to Single-Shot. If the weapon has the Blast Quality, then this is improved by +2; i.e., a weapon with Blast (3) becomes Blast (5). Otherwise, the weapon gains Blast (1). The weapon also uses three times the normal amount of ammo per shot and gains the Recharge Quality and Overheat Quality.

Melta: Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if ﬁred from a close enough range. This weapon doubles its Penetration when ﬁring at Short Range. Additionally, every consecutive turn spent continuously firing at the same target adds +1 Penetration (+2 at Short Range), up to +3 (+6 at Short Range) after three turns. Vehicle facings count as separate targets for the purposes of this Quality.

Power Field: A ﬁeld of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modiﬁers are already included in the weapon’s proﬁle. When a weapon with this Quality parries or is parried by a weapon without this Quality, there is a 50% chance that the weapon without a Power Field is destroyed. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect.

Two-Handed: Melee weapons that require both hands to use add their wielder's Strength Bonus to damage twice, rather than once. Additionally, attacks made with Two-Handed weapons are more difficult to parry, imposing a -10 penalty on the defender.

Vengeful: Attacks made using weapons with the Vengeful (X) Quality trigger Righteous Fury on any damage die roll with a value of X or higher. This only applies to a weapon's base damage dice, excluding any additional dice such as from Tearing.

Ammunition

Witchbane Stubs

Availability: Extremely Rare

Witchbane stubs are a potent form of anti-Warp ammunition normally issued by the Ecclesiarchy exclusively to the Inquisition or Adeptus Astra Telepathica. These bullets add the Tearing Quality, +2 Damage, and +2 Penetration to any hits made with them. Additionally, they inflict double their rolled Damage against targets with a Psy Rating, Daemons, and other warp entities after Armour and Toughness Bonuses are taken into account. Damage inflicted by Witchbane stubs is classified as Holy and ignores any psychically or warp-generated armour or protective fields (such as Daemonic Resilience, Telekine Dome, etc).

Used With: Stub Pistols

Tools

Demolition Charge

Availability: Scarce

Also called detpacks, demolition charges are simple explosive devices, commonly used for blowing open doors, breaching bulkheads, and destroying infrastructure. Though such bombs are manufactured for use individually, it is possible to rig charges together, thus increasing their destructive potential. Demolition charges inflict 3d10 Explosive Damage plus 2 Damage per kilogram used, with a blast radius of 5 meters plus 2 per kilogram used. Setting and defusing explosives involves the Tech-Use Skill.

Promethium Explosive

Availability: Plentiful

This common Imperial petrochemical-based liquid fuel can be used to create antipersonnel explosives and is often readily available in most war zones. Promethium explosives inﬂict 1d10 Energy Damage plus 2 Damage per kilogram used, with a blast radius of 5 meters plus 1 per kilogram used. These bombs also have the Flame quality, meaning anyone caught in the blast area must make an Agility Test or catch on ﬁre. Setting and defusing explosives involves the Tech-Use Skill.